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Old 06-09-07, 02:43 AM   #16
Maraz
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Join Date: Mar 2007
Location: Rome, Italy
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Quote:
Originally Posted by dc1962

1) Is there a good way to measure speed, other than setting a parallel course and determining it that way, especially while submerged? I believe the u boats could get a ship’s speed by the counting the propeller rotations, is there a way of doing that in the game? Any other suggestions?

2) Having spent some time at sea, I am aware that one get’s experienced at judging distances, which is hard to duplicate in a game. But what are other ways to judge distance in SH? The interface using measuring mast height is always inaccurate for me. Can you use the periscope’s recital pattern like you would in a modern set of binos with the mil divisions to gain distance? If so how?
Getting the ship's speed by counting RPM was not possible in the real world, it's sort of a cheat of this game, so I advise you not to do it for the sake of realism.

You should have a look at Wazoo's guide about plotting and targeting:
http://www.paulwasserman.net/SHIII/

If you don't like plotting on the map, you might get the Kriegsmarine Whiz Wheel by Hitman:
http://www.subsim.com/radioroom/showthread.php?t=114351

the guide for using it (or actually the US Navy equivalent but it's practically the same) can be found here:
http://www.hnsa.org/doc/attackfinder/index.htm

Good luck with your manual targeting and don't be tempted to switch to "god's eye" or auto targeting, that takes away most of the fun and realism!

Maraz
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U-54
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